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Salem RPG
Salem RPG
This is a brief explanation of the world in which Salem is set. It is a darker, more magical
version of our world. Many mythological creatures exist, from vampires are werewolves to
ghosts and witches. There is no grand conspiracy of silence to keep mundanes from noticing
the weirdness, but most people only brush up the fringes of the spooky, or those that do see it
full on rarely survive. Plus it is a lot easier to go on living your life telling yourself that “you didn’t
really see that”, rather than admit everything you believe is wrong.
Terms:
Ability:
Full Practitioner:
This is what most people say when they say “Wizard” or “Witch” meaning a person with
a wide spectrum of magical abilities. They generally have access to both the Evocation and
Thaumaturgy powers.
Talent:
These folks have magic, but not a lot of it, usually they can manage one trick. They
have either the ritual or channeling power, but not both. They can be powerful in the application
of what they can do (If ann you want to do is set things on fire then Channeling is all you need),
but they lack any meaningful variety.
Demons:
This is more of a catch-all term for dangerous denizens of the spirit world that are
malevolent and hostile. Some can come off as charming, some are outright horrors, but all are
working towards death, destruction and depravity.
Dragons:
There are very few dragons left in the mortal world, but those who are are generally one
of the most dangerous entities that one can encounter. Some of the few still active in the world
have learned how to take on a human form so they may walk among the mortals undetected.
Fairies:
Beautiful and dangerously fickle the fair folk are dreams made flesh, and they chase
after the dreams and emotions of mortals without regard for their well-being. From stately lords
of the Sidhe to kelpies dragging the unsuspecting to a watery death the fair folk contain a wide
variety of beings. But however much they may look like humans or ape human ways they are
not and their civility may cover a ravenous desire that leaves victims shattered husks, if alive.
There are two major courts of Fairies: The Seelie and Unseelie. Their main difference is
in how they relate to humans, Seelie generally wish humanity to be a renewable resource, they
can get carried away, but they generally try to feed off of the excess dreams and emotions that
humans generate. Their unseelie counterparts believe in a more direct manner of harvesting
humans.
Ghosts:
Sometimes a death is so traumatic or a person so driven, that an echo of them can
linger. The vast majority of these ghosts are no more than that: an echo, they don’t really grow
or change, although they can react to the events around them. A rare few retain more
independence and a sense of self, these potent shades are often feared. Most people cannot
sea ghosts unless the ghost wills it or some mystical event occurs.
Shapeshifters:
Another catch-all term for those who can change their shape from animal to human.
Some are born with this ability, some acquire it one way or another, all are a little bit on the feral
side due to their dual nature’s animalistic instincts.
Spirits:
A general term for beings from the spirit world that were never human and who don’t fall
under any of the other categories. Technically Demons & Fairies would be spirits, but are
distinct sub-categories.
Vampires:
An undead blood-drinker, vampires cannot stand the sunlight. A new vampire is created
when a vampire fully drains a mortal of their blood and then feeds a small portion of it back to
them. A newly arisen vampire will be a bit stronger and tougher than the average person, but
will grow in power as they grow older and continue to drink blood. Eventually powerful vampires
may develop magical abilities such as shapeshifting or turning into mist.
Zombies:
Mindless undead raised via some for of magical effect. They may come in different
shapes and sizes, but all are rotting flesh and have no will of their own.
The City of Salem
If anyone in america were asked to compile a list of the locations important to the occult
history of the country it would surely include Salem. The town is nearly universally associated
with the witch trials of the 1690s. Everyone, clued-in or not, associates Salem with witches,
and, in this world of the occult, associations can have power. In this case it has lead to salem
having probably the largest supernatural community on the east coast of North America. This
document will go over most of the major factions and powers in the greater Salem area. That
area includes (for the supernatural community at least) Boston as well.
And community it is, much more so than many other cities around the globe. Salem is a
geographically small town, yet rich in history, emotions, and magic all attracting a different crowd
from the spooky side, if they didn’t have some structure and order there would be constant
conflict (well, more-constant conflict). The city has evolved a particular brand of stability, with
regular gatherings of all the major power-players in the city. This isn’t a court or anything so
formal as that, but usually neutral parties will side with the aggrieved party in conflicts,
preserving the status quo. Until recently these gatherings were informally lead by Michael
Rowland (See below), one of the more powerful denizens of Salem, how they will shake out
going forward remains to be seen...
Major City Themes: (more of these will be added during / after City-Gen)
Dark Magic - This city has a well deserved reputation for dark magic, be it warlocks
running amok or sinister spirits haunting the shadows. For some unknown reason Salem
seems to teem with dark energy, enough so that ghosts and similar spirit’s need not fear the
sunlight as they usually do.
Magic Walks Among Us - Salem is partially aware of the supernatural’s existence.
There is no law of secrecy or masquerade to uphold. This has lead to a lot of people trying to
find out more about magic and getting more than they bargained for, but also some people
using magic openly among the populace.
Daniyah:
In contrast to the Witch’s Circle Daniyah certainly has power in spades. She is a
powerful Sorcerer who has lived in Salem for a minimum of 50 years. While she was once a
member of the Witches Circle she went her own way long ago and is now a major player in her
own right. She has innumerable contacts in the Spirit World, and should she call a legion of
spirits of various sorts would answer. She is frequently seen with a small owl on her shoulder,
and has a penchant for black robes as well as mixing music with her more potent magical
workings.
Locations:
Count Orlok’s Nightmare Gallery
This museum of monsters and horror has recently moved to a new and larger space in
the heart of the spooky parts of downtown, in the heart of what was territory that phased out of
this world and left things...weird. Most of the physical changes to the area have been replaced,
but there is a lingering sense of the odd and unknown in the whole area that Count Orlok’s plays
into spooky majesty.
Gallows hill
This now-lovely green field was once used for bloody executions. These acts left a
magical resonance with blood, death and violence making the many twisting passages under
the hollow hill a prime den for many spooky critters in town.
Hamilton Hall.
The largest Accorded Neutral territory in the country is a large meeting hall that serves
as the center of Salem’s supernatural politics. At least once a month (on the first), more
frequently in times of strife, there is a gathering where anyone in the supernatural community is
invited to attend and share any news or grievances, with the stage open to anyone who wishes
to speak. This serves to let people know what is going on, talk with one another with no fear of
violence and generally serves as the heart of Salem’s occult world.
Neutral Grounds
This coffee shop and bakery is the other, much smaller Accorded Neutral Territory in the
city. Used as a place for less-formal meetings where one still wants to be assured that the
accords will prevent violence, or just a place to truly relax, knowing that you can let your guard
down, enjoy a hot coco and read a book in one of the comfy chairs scattered throughout the
sunlit space.
Salem Woods
These woods are part of a large park system that somehow utterly fails at making the
area any less wild or primal than it was a thousand years ago. This forest is scattered with
sunny glades in which the Summer Court make their homes and sites for their revels, as well as
darker, more hungry parts where hikers have been known to go missing.
Faces:
Note: these NPCs are designed in ignorance of many of the PCs, I’m assuming Indy will
want to play Warden Bassam again, but nothing past that. This means that I have created
NPCs for each of the factions to act as faces for them, however if you want your character to
have a role that one of the NPCs currently holds we can adjust or remove the NPC, this
document is designed to flesh out the world, not foreclose character options.
Mary Harrison
A Middle aged practitioner who has been a member of the Witches Circle since she first
manifested the ability in her early teens. Mary has risen to the position of coven leader based
upon both her magical abilities, which while not particularly strong are not weak either, and her
empathic nature. Mary is an ideal mediator, able to find solutions to problems that usually leave
everyone satisfied and feeling good about the compromise. She is the social heart of the circle
as well as its leader. Mary is rarely seen without her cat, long ago bound as a familiar.
Kyla Monroe
The leader of the vampire clan in Salem, Kyla Monroe is a shrewd and canny
businesswoman in addition to a powerful vampire in her own right. She has established herself
via trickery and misdirection, as well as surprising business acumen. Out of the spooky side of
things she is probably the most influential on the mortal world, having most of the nightlife and
entertainment industry in her hand as well as a vast array of businesses.
Characters start out with 5 Refresh and 5 points worth of stunts or powers.
Skills:
Lore has been split into Culture, Lore and Science.
The Witchcraft skill has been added.
New Skills:
Culture: This skill cover knowledge of history, philosophy, arts and so-called “soft-sciences”
Lore: This skill covers knowledge of the occult practices and community as well as the ability to
detect and analyze magical phenomena.
Science: This skill covers the hard sciences like physics, biology, engineering, and computers.
Witchcraft: this covers the practical ability to perform magic. It is used In place of Discipline for
spellcasting (use Will in place of Conviction)
Templates:
As a reminder these are just suggestions and should not be considered a hard and fast limit on
what you can play.
Vanilla Mortal:
A “normal” person trying to survive in this world. No supernatural powers or ancient rites, just
skill, wits, luck and maybe a flamethrower.
Musts: This character must have no supernatural powers.
Effects: +2 Refresh
Minor Practitioner:
Musts: Must have a high concept relating to being a practitioner. Must have the Witchcraft skill
at +1 or higher. Must have the Thaumaturgy power, or the Evocation power, or the Channeling
& Ritual powers, or the Sponsored Magic power.
Options: Inexhaustible Magicks, Refinement, Shielding Spell, Sponsored Magic
Pactbound Warlock:
Some of those who enter the supernatural world are brought in by a patron who grants them
powers in exchange for something. You should work with the ST to create an entity that you
have entered into pacts with.
Musts: A high concept relating to what bargain was made with whom.
Marked by Power [-0]
Options: Almost anything depending on who and what the patron is. Sponsored Magic is
common.
Shifter:
For one reason or another you can turn into an animal, maybe you are an actual Werewolf,
maybe descended from one for a more controlled wolf-form, or maybe you stumbled into an
occult rite.
Musts: Must have a high concept related to being a shapeshifter.
Beast Form [-1 Refresh]
Options: Shapeshifting, Creature Features, Minor Abilities, and Inhuman Attributes that are
applicable to the shapeshift.
Scion:
At least one of your parents was magical in some way that has been inherited, at lest in part.
This template obviously has a wide variety, a half-demon is going to be very, very different from
a child of Thor, or some other old god.
Musts: Must have a high concept that references your magical parent.
Options: Almost any, most have Marked By Power, but not all do, work with your ST to find a
set of powers that work for your character and their ancestry.
Talent:
You have some magical ability, but not a wide array of them, while some consider you a
one-trick-pony, many respect the power that a such a specialist can bring to bear.
Musts: Must have a high concept referencing your talent. Must have of of: Channeling, Ritual
or a Minor Ability.
True Faith:
Sometimes the power of belief in a higher power can triumph over even the forces of darkness.
Musts: Must have a high concept that relates to their faith.
Bless this House [0]
Options: Guide My hand [-1], Holy Touch [-1], Righteousness [-1]
Twisted One:
Either through accident or direct exposure to magics in one form or another you have become
different. What exactly this means varies from person to person; a half-vampire is going to be
different from someone warped into a hulking brute by an ancient rite.
Musts: Must have a high concept that explains why you are inherently magical.
Options: Almost anything.
Vampire:
You are one of the undead, brought back from death by the power of a vampire’s blood. You
now stalk the night drinking the blood of others to sustain yourself. Sunlight causes intense pain
and a burn similar to an incredibly fast and severe sunburn. In addition if you have them:
domination, Speed, Strength, Toughness & Recovery do not function while exposed to direct
sunlight.
Musts: Must have a high concept that includes vampirism. Living Dead [-1], Blood Drinker [-1],
Feeding Dependency [+1],
Options: Addictive Saliva, Claws, Spider Walk, Minor Abilities, and Speed, Strength, Toughness
& Recovery (Catch: holy & Sunlight), Domination [-2].
Powers:
For most powers you should use the powers section of the Dresden Files RPG. There
are a few additions and changes that will be noted here. If a power exists both here and in the
DFRPG use the version fo the power from this document.
Faerie Magic:
Seelie and Unseelie Magic do not exist.
Minor Abilities:
Mana Static functions as written, but magic by default does not have this effect.
Marked by Power has a cost of [-0].
Wizard’s Constitution does not exist. Magic users live just as long as normal folks (unless
they manage to change that via magic)
Nevernever Powers:
Worldwalker this ability can no long be duplicated via spellcasting. If you want to physically
enter the spirit world you need this power.
Psychic Abilities:
The Sight and Soulgaze do not exist.
Shapeshifting:
Beast Change [–1]
Description: You’re able to take on the form of a beast, rearranging the priorities of your skill
list.
Musts: You must define the particular kind of beast that you change into.
Skills Affected: Many.
Effects:
Beast Form. You take on the shape and appearance of the beast you specified at the time you
took this ability. This comes with one free point of refresh that must be spent on a Creature
Feature or inhuman attribute like wings, claws or Inhuman Strength. You may spend more of
your refresh and stunts on these abilities if you wish.
Skill Shuffle. You may shuffle around your skills for a different configuration while changed
(using the same number of skill points and following the same rules as during character
creation), so long as any knowledge or social skills are not given a higher value by the change.
In other words, you can’t suddenly know more about Shakespeare just because you’re a wolf
(or whatever). Physical and perception skills, however, may (and perhaps should) be increased
in this way.
Rare or Involuntary Change [+1]. If you are only rarely able to take your powered form (due to
involuntary change, rare times of the day or month or year, etc.), you regain one point of refresh
for taking this ability.
Multiple Forms. [-1] per form. You have more than one animal form you can turn into. Each
addition form allows you to choose another skill pyramid set up. You only gain the discount on
other powers for your first form. Most characters with multiple forms are advised to use modular
abilities to handle it.
Modular Abilities:
Note: You may not use modular abilities to take recovery powers. If you want the ability to heal
quickly you need to buy that separately.
Spellcraft:
Lawbreaker no longer exists.
Familiar [-1]
Description: You have bonded a familiar animal to aid you in your magic. You have either
summoned a spirit and boun it into the animal’s body or awakened the animal itself, either way
you now have a sentient spiritually aware critter.
Musts: Ritual (Summoning) or Thaumaturgy. Additionally you must specify what form the
animal takes.
Skills Affected: none.
Effects:
Familiar. Your critter is assumed to have a skill rating of +2 in any relevant skills, and may use
the witchcraft skill to aid you in performing magic. In combat it is generally best to not have it
enter as an independent entity as they tend to be rather fragile, but if you wish to risk your
familiar in such a way they have 3 physical stress boxes and can take a single 2 stress
consequence before being taken out.
Sponsored Magics:
Note: for clarification if you possess the sponsored magic power you may use it as if it were
ritual or channeling WITHOUT accruing debt unless stated otherwise. You have earned that by
spending the refresh. You gain debt only when calling on it to pay the costs of a spellcating
action (2 points of stress or a fate point).
Dark Magic
Cost: -4 (-2 after discounts)
Benefits: you have tapped into a dark power that risks corrupting you. Unlike most sponsored
magics you may use Dark magic to perform or enhance nearly any spell not just a small
subsection. However the downside is that you always gain a point of dept. This debt is most
often discharged by replacing an aspect with a new one reflecting your descent into darkness.
Faerie Magic
Cost: -4 (-2 after discounts)
Benefits: you have been gifted with power from a Faerie Noble. This power can be used for
beguiling mortals with entracements, enchanted sleeps and illusions. It can also be used to
curse and grant good fortune.
Nature Magic
Cost: -5 (-2 after discounts)
Benefits: you may utilize this magic to enhance (or cast) any spell that directly influences or
uses the natural world. So while throwing lightning from your fingertips isn’t particularly natural
and would not benefit from this power, calling it down from a stormy sky would definitely count,
as would encouraging the growth of plants or influencing the behavior of animals. As this power
is particularly broad it costs more to have this than is standard if you don’t already have both
evocation and thaumaturgy.